Shadowrun kind of has this problem. If you just try to hop in and play without having someone help you, you're gonna get shit on hard, and for a while.
There is no quick respawn in SR, outside of being rezzed once or twice in a round, so you will get brutally murdered, then wait around watching other people play. Most players can't even figure out how to properly shoot in that game when they first start, let alone using all the powers and races. The tutorials are good, but they don't cover enough of the mechanics and they don't teach you about some of the gunplay mechanics.
I've seen scores of "competitive" Halo and CoD players quit Shadowrun because they thought it was too hard to get into, too hard to kill people, and didn't have respawn.
Singleplayer helps this problem by getting people used to the mechanics on their own time against AI. They can take their time and get used to the systems, easier to get into MP that way. But SR doesn't have that, so a lot of people never get comfortable playing the game and just quit shortly thereafter.
Same thing happens with MOBA's, Starcraft 2, a lot of fighting games and some other high skill shooters (mostly PC FPS).
Yeah, I don't have anything on that level planned. I'm working on a UI proof-of-concept for the loadout selection screen and it explains just about everything to your class's stats, loadout weapon properties, etc. I would probably combine Minecraft's always-available How to Play dialogues and a tutorial video/demo in the style of Sakurai's "YOU MUST RECOVER" ones.
Going to make sure this is obvious: these weapons are
not meant to work in Halo. All game mechanics listed below are designed for an entirely separate arena shooter project.
At this point I'm mainly referring to the three primary weapons you start with because they have some unconventional ammo mechanics behind them.
The
Opus is basically a revolver-sized spiritual successor to the Phase Rifle, meaning it's a combo of the CE Magnum and the Beam Rifle. 32-shot max capacity (which you spawn with), 16-shot clip, 4-shot kill. Thing is, it can
also overheat if you spam the trigger too quickly, as a replacement to recoil or spread. If you're firing at maximum speed, it will
always overheat on the 4th shot. If you perform a useless overheat by spamming and missing a shot, the overheat will get rid of all the ammo in your entire clip, potentially losing you up to 12 shots. This "fail overheat" is also incredibly loud and gives your gun a lens flare visible to everyone until cooldown. However, getting a kill on the fourth shot counts as a "good overheat," and will not be very visible or particularly loud. A "good overheat" is also doubly useful because it immediately replenishes your ammo (up to 4 shots) over the course of the 2 to 3-second cooldown. In other words, a good shot can fire as fast as they want and not worry about losing ammo just as long as they're getting kills. An intermediate marksman, while unable to get as quick kills, can still get up to 8 kills with a full Opus just as long as they pace themselves. A beginner will find themselves wasting their two clips immediately if they don't aim for the head.
The
Primer is the only automatic weapon in the game and is medium-range. It uses pretty much the same combined battery/ammo mechanic, but I haven't nailed down specifics. More than likely I'll force people to pulse/burst-fire with the trigger to get effective kills otherwise they'll waste all their ammo, too.
You also spawn with two
Aether Grenades. When thrown, they're orbited by white "hardlight bees" making it incredibly obvious where they're going. If you manage to get a headshot with one, it'll temporarily blind the enemy. On its own, a lone grenade cannot kill someone. A one-grenade detonation releases a spherical white pulse called a Resonance Cascade that will strip some shielding; the radius is about half that of a Pulse Grenade. The catch is that this Resonance Cascade will detonate any live grenades caught in the blast radius; an Aether Grenade (so, your second grenade in most cases) caught in a Resonance Cascade will be able to damage health and have its pulse do double damage and have twice the blast radius, making it more than enough to kill someone.
If you have a coordinated team, you can effectively teamshoot with grenades, which is called "Cascading."
Let me know if I'm losing you guys, but I'm trying to get genuine feedback.